Doppelkopf
Doppelkopf Rulebook
Table of Contents
Table of Contents
- 1.0 Definitions of Persons Named in the Tournament Playing Rules
- 2.0 General
- 3.0 Preparing to Play
- 4.0 Determining the Game
- 5.0 Course of Play
- 6.0 Calls and Call Timing
- 7.0 Scoring the Game
- 8.0 Tournament Doppelkopf
- 9.0 Rule Violations, Unsporting Conduct, and Penalty Points
- 10.0 Variations and Recommendations
- 11.0 Effective Date and Amendment History
1.0 Definitions of Persons Named in the Tournament Playing Rules
Participant — Every person taking part in a Doppelkopf tournament.
Playing partner — Every person at the same table.
Player — The four people participating in the game in question.
Opposing party — The other party. For a player of the Kontra party, the Re party is the opposing party, and for a player of the Re party, the Kontra party is the opposing party.
Opponent — A player of the opposing party.
Partner — A player of one's own party.
Spectator — A person present at a table at which they are not themselves a playing partner.
2.0 General
2.1 The Concept of the Doppelkopf Game
2.1.1 Doppelkopf is a card game for four or more people. An individual game is played by four players.
2.1.2 Doppelkopf probably developed out of Schafkopf, played mostly in southern Germany, which already had a set of rules by 1895. It got its name because every card is present twice in the pack (Doppel-Schafkopf, "double Schafkopf"). Unlike Schafkopf, Doppelkopf is now played throughout Germany, though predominantly in northern Germany and the Rhine-Main area.
2.1.3 With the founding of the Deutscher Doppelkopf-Verband e.V. (DDV) on 27 March 1982, at the 1st German Championship in Braunschweig, efforts began to standardize the rules. Doppelkopf was and still is played regionally according to very different variants, but uniform rules are indispensable for the sporting competitive conditions required by DDV events. For this reason, play in the DDV always follows the TSR. Questions can be directed to the rules commission of the DDV, whose contact details can be found on the homepage "www.doko-verband.de".
2.2 The Doppelkopf Deck
2.2.1 The Doppelkopf card deck consists of 48 playing cards in four suits of 12 cards each. The suits are called "Clubs" (Kreuz), "Spades" (Pik), "Hearts" (Herz), and "Diamonds" (Karo). Every card is present twice in the deck: Ace, Ace, Ten, Ten, King, King, Queen, Queen, Jack, Jack, Nine, Nine — in each of the four suits.
2.2.2 Each suit has the following cards, each twice, with the following point value ("Augen"):
| Card | Points |
|---|---|
| 1. Ace | 11 points |
| 2. Ten | 10 points |
| 3. King | 4 points |
| 4. Queen | 3 points |
| 5. Jack | 2 points |
| 6. Nine | 0 points |
Each suit therefore contains 60 points, so the whole Doppelkopf deck contains 240 points in total.
2.3 Ranking of the Cards
2.3.1 Every card belongs either to one of the equally-ranked "off-suits" (Fehlfarben) or to the trump cards.
2.3.2 Every trump card outranks any off-suit card.
2.3.3 The ranking depends on the type of game, which is determined before play begins during the reservation query (see 4.1). There are two game types:
- Normal game
- Solo
For a Solo, four variants are distinguished:
- Suit Solo
- Queen Solo
- Jack Solo
- Fleshless (Aces Solo)
2.3.4 Ranking in the Normal Game:
The descending ranking of the 13 trump cards, each present twice, is:
♥10, ♣Q, ♠Q, ♥Q, ♦Q, ♣J, ♠J, ♥J, ♦J, ♦A, ♦10, ♦K, ♦9.
In the three off-suits, the descending ranking of the cards, also present twice, is: in Clubs and Spades: Ace, 10, King, 9; in Hearts: Ace, King, 9.
The Normal Game thus has 26 trump cards and 22 off-suit cards.
2.3.5 Ranking in the Suit Solo:
In a Suit Solo, four variants are distinguished, since any of the four suits can be chosen as the trump suit. Compared with the Normal Game, the trump cards of the chosen trump suit — Ace, 10 (except in a Hearts Solo), King, 9 — replace the trump cards in Diamonds.
This gives the following descending ranking of the trump cards, each present twice:
As in the Normal Game: ♥10, ♣Q, ♠Q, ♥Q, ♦Q, ♣J, ♠J, ♥J, ♦J, and additionally from the chosen trump suit: Ace, 10 (except ♥10), King, 9.
In the three off-suits, the descending ranking of the cards, also present twice, is: Ace, 10 (except ♥10), King, 9.
In a Suit Solo in Clubs, Spades, or Diamonds there are 26 trump cards and 22 off-suit cards each; in a Suit Solo in Hearts there are 24 trump cards and 24 off-suit cards.
2.3.6 Ranking in the Queen Solo and the Jack Solo:
The descending ranking of the 4 trump cards, each present twice, is:
In a Queen Solo: ♣Q, ♠Q, ♥Q, ♦Q; or in a Jack Solo: ♣J, ♠J, ♥J, ♦J.
In the four off-suits, the descending ranking of the cards, also present twice, is:
In a Queen Solo: Ace, 10, King, Jack, 9; or in a Jack Solo: Ace, 10, King, Queen, 9.
The Queen Solo and the Jack Solo each have 8 trump cards and 40 off-suit cards.
2.3.7 Ranking in the Fleshless (Aces Solo):
In the Fleshless (Aces Solo) there are no trump cards, and 48 off-suit cards.
In the four off-suits, the descending ranking of the cards present twice is: Ace, 10, King, Queen, Jack, 9.
2.4 Forming the Parties
2.4.1 Doppelkopf is a partnership game.
2.4.2 The four players form two parties: the Re party and the Kontra party.
2.4.3 Two game types are fundamentally distinguished: the Normal Game and the Solo.
2.4.4 The Normal Game:
If no Solo is played, the two players holding the Club Queens form the Re party, and the two other players form the Kontra party. If a player holds both Club Queens in hand after the deal, the special case of a "Marriage" (Hochzeit, see 4.4) occurs.
2.4.5 NOTE: It is not clear from the outset who forms a party with whom. Finding this out, or concealing it, is a major part of the appeal of Doppelkopf. It is therefore forbidden to indicate, through any action not provided for in the rules, whether one is playing "with" or "without" a Club Queen.
2.4.6 Playing tactics (also called conventions) approved by the DDV's rules commission or by the members' assembly do not contradict 2.4.5. A playing tactic is a play by which, indirectly, i.e. without a call or counter-call, one's presumed party membership or other information is disclosed with high probability.
NOTE: Applying a playing tactic does not constitute revealing one's cards, since, unlike a convention in the game of Bridge, it may also be used as a bluff. The term "convention" is therefore somewhat misleading, but is nonetheless the common term for such a playing tactic in Doppelkopf.
2.4.7 The Solo:
A player may try to win a game alone against the other three players. In a Solo, the Solo player forms the Re party, and the three other players form the Kontra party.
2.5 Object of the Game
2.5.1 Each party tries to win more "points" (Augen) than the opposing party. Further goals are to win special points, and — for the stronger party — to increase the point value of the game as far as possible through calls and counter-calls, or — for the weaker party — to reach the point total that has been called against it by the other party.
3.0 Preparing to Play
3.1 List Keeper
3.1.1 The playing partner in position 4 is to keep the score list. By agreement at the table, another playing partner may take over keeping the list; this does not change the seating order.
3.2 Determining Seats
3.2.1 The order of the playing partners is drawn by lot. If this order is not marked on the table and the playing partners cannot reach agreement, the list keeper chooses their seat. The other playing partners join in clockwise order.
3.3 Dealing the Cards
3.3.1 The playing partner in position 1 begins dealing the cards for the first game. After that, the player in position 2 deals, and so on. Only after a Compulsory Solo (though not after a "presentation," see 4.2.3) are the cards dealt again by the same dealer.
3.3.2 If the dealer is temporarily absent, the playing partner sitting to their left may shuffle and deal the cards for the next game — provided the actual dealer has not expressly reserved the right to deal beforehand.
3.3.3 The dealer must shuffle the cards thoroughly, have them cut once by their right-hand neighbor, place the part that remained on the table on top of the cut-off part, and then deal the cards.
3.3.4 If the dealer's shuffle results in the cards being "riffled" or exposed in a way that reveals them, the cards must be shuffled again before cutting.
3.3.5 Cutting the deck is mandatory! It must be done such that at least three cards are cut off and at least three remain.
3.3.6 If the person due to cut is temporarily absent, the playing partner sitting to their right may cut — provided the actual cutter has not expressly reserved the right to cut beforehand.
3.3.7 Starting with the dealer's left-hand neighbor (see 3.3.2), each player must be dealt four packets of three cards each, so that afterward every player holds 12 cards in hand.
3.3.8 The cards must be dealt in such a way that their faces are not visible to any player. If a card is turned face up during dealing, whether or not the dealer is at fault, the cards must be reshuffled, cut, and dealt again.
3.3.9 Every player is obliged to check that they have been dealt the correct number of cards (i.e. 12).
3.3.10 A player may only raise an objection to any immediately obvious irregularity in the shuffling, cutting, or manner of dealing (e.g. a violation of 3.3.7 or 3.3.8) as long as they themselves have not yet picked up any of their cards. Immediately obvious rule violations that can only be recognized while picking up the cards (e.g. a 3-3-4-2 distribution of cards, or a card accidentally exposed at the end of dealing) may still be claimed once recognized. A violation of 3.3.1 (wrong dealer) is not, in this sense, an immediately obvious rule violation.
4.0 Determining the Game
4.1 The Reservation Query
4.1.1 Before play may begin toward the first trick, or a call may be made, the game type must be determined in the reservation query.
4.1.2 Starting with the dealer's left-hand neighbor, players are asked in unbroken sequence about reservations. A player wishing to announce a Compulsory Solo, a Voluntary Solo, or a Marriage says, loudly and clearly, "Vorbehalt" ("Reservation"). A reservation announced at position 1, 2, or 3 may only be withdrawn if the next player has not yet spoken. The player at position 4 may only withdraw their reservation if no card has yet been played, no call (per section 6) has yet been made, and the reservation query has not already been continued per 4.1.6 due to multiple reservations. Otherwise a Solo may have to be played even if unintended. A player who does not wish to announce a "reservation" says, loudly and clearly, "gesund" ("clear").
4.1.3 If all players say "clear," a Normal Game is played.
4.1.4 If only one player has announced a "reservation," they must "declare" it, i.e. they must announce whether they wish to play a Solo (Compulsory or Voluntary) or a Marriage. In the case of a Compulsory Solo, this player receives the obligation to lead to the first trick.
4.1.5 If several players have announced a "reservation" in the same game, the following order of precedence applies:
- Compulsory Solo
- Voluntary Solo
- Marriage
4.1.6 To establish who holds the highest-ranking reservation when there are several, the players concerned are first asked, in turn, whether any of them wants to play a Compulsory Solo. If all decline, they are then asked about a Voluntary Solo. If several players have announced a "reservation," a "Marriage" reservation can never come into play.
4.1.7 Since, among several equally-ranked reservations, the player seated further forward (i.e., closer to the dealer's left) has precedence, the query ends as soon as a player confirms the reservation being asked about. All further reservations become irrelevant and may no longer be declared.
4.1.8 If a player is certain that their reservation is the highest-ranking one, they may announce ("declare") it immediately, even out of turn. Play may then begin immediately, without the reservation query being carried through to its conclusion. The other players may then neither announce nor declare a reservation of their own.
4.1.9 In a "presentation" (see 4.2.3), it is already established which player must play a Compulsory Solo. No reservation query is therefore carried out; the Solo player simply announces which Solo they will play.
4.2 Compulsory Solo
4.2.1 Any type of Solo may be played as a Compulsory Solo.
4.2.2 The Solo player has the obligation to lead to the first trick.
4.2.3 Every player must complete a Compulsory Solo within the playing round. If the number of not-yet-played Compulsory Solos equals the number of games still to be played, the player who still owes a Compulsory Solo and who sits next, going left from the dealer, must play a Compulsory Solo; that is, they are "presented" (vorgeführt). It is not possible to take this game away from them. The dealer is whoever would have had to deal the next game, even if that player is themselves the one being presented.
4.2.4 The Compulsory Solo is recorded in the score list in the column provided for it.
4.2.5 After a Compulsory Solo, the cards are dealt again by the same dealer who dealt for the Compulsory Solo. However, if the Compulsory Solo was played as a "presented" Solo, the next playing partner deals.
4.3 Voluntary Solo
4.3.1 A Voluntary Solo may only be played once a player's own Compulsory Solo has already been played. Any type of Solo may be played as a Voluntary Solo, regardless of the type of Solo previously played. In a Voluntary Solo, the dealer's left-hand neighbor leads to the first trick.
4.3.2 The Voluntary Solo is recorded in the score list in the column for Normal Games. The next game is therefore dealt by a different dealer.
4.4 Marriage
4.4.1 If a player holds both Club Queens in hand, and does not wish to announce a Solo, they may choose between two game types: an announced Marriage (4.4.3) or a "Silent Marriage" (Suit Solo in Diamonds, see 4.4.5).
4.4.2 If the player holding both Club Queens does not wish to play a Solo, they announce "reservation" during the reservation query (see exception in 4.4.5), without immediately declaring their reservation. If no other player has announced a reservation, they declare their reservation by saying, loudly and clearly, "Hochzeit" ("Marriage").
4.4.3 The Announced Marriage
An announced Marriage can play out in different ways:
a) Whichever player, within the first three tricks of the game, wins the first trick (the so-called clarification trick) — apart from tricks won by the person with the Marriage — plays as the "Re man" alongside the person with the Marriage. In this case the game continues as a Normal Game. For the clarification trick, it is irrelevant whether a trump or an off-suit card was led, so it is equally permitted for a non-Marriage player to lead the Heart 10.
b) The person with the Marriage wins the first three tricks themselves. In this case the third trick counts as the clarification trick, and the game continues as a "Suit Solo in Diamonds." The clarification trick therefore also determines whether a Marriage continues as a Normal Game or as a Suit Solo in Diamonds. In the latter case, the person with the Marriage becomes a lone player and forms the Re party, with the three other players forming the Kontra party. The game is scored like a Solo, but does not count toward a not-yet-played Compulsory Solo, so it is recorded among the Normal Games. Any distribution of penalty points occurs, up to and including the clarification trick, as in a Normal Game, and thereafter as in a Solo.
4.4.4 In an announced Marriage, the first call is only permitted once the clarification trick has been completed (the fourth card of the trick has been played). To that extent, a different timing than in a Normal Game is possible, though not mandatory (see 6.5.2).
4.4.5 Silent Marriage
If a player holding both Club Queens does not announce a reservation, or does not announce one correctly (see 4.1.2), they play a "Silent Marriage." The game is scored like a Solo, but does not count toward a not-yet-played Compulsory Solo, so it is recorded among the Normal Games. Any distribution of penalty points occurs as in a Normal Game for as long as it remains undecided that a Solo is being played (i.e. until the second Club Queen is played). Call and counter-call timing in a "Silent Marriage" are as in a Normal Game. The special case that applies to the announced Marriage does not apply here.
5.0 Course of Play
5.1 Leading
5.1.1 The obligation to lead to the first trick belongs to whoever began the reservation query (exception: see 4.2.2). Play toward the first trick may only begin once the reservation query has ended and any reservation found has been declared.
5.1.2 From the second trick onward, whoever won the preceding trick always leads.
5.1.3 A card that has been led or played may not be taken back. Only where continuing play is required following a rule violation is a correction made in accordance with the rules permitted.
5.2 Following Suit
5.2.1 After the lead, the player to the left of the leader must first add a card. This is done by placing the card face up on the table. The other two players do likewise, in clockwise order.
5.2.2 There is an obligation to follow suit, i.e. everyone must, if possible, add a card of the led off-suit or of the required trump suit (follow suit).
5.2.3 A player who does not hold the led off-suit may either add a trump card, i.e. trump, or play any card of another off-suit. If a trump card is required but cannot be followed, any off-suit card may be added.
5.2.4 A card once played may only be taken back in the case of an unclaimed rule violation.
5.3 Tricks
5.3.1 A trick consists of one card from each of the four players. It is complete once each of the four players has, in the prescribed order, correctly laid a card, i.e. as soon as the fourth card lies face up on the table and no one raises a claim.
5.3.2 The players' positions "within the current trick" are designated as follows:
Position 1 is the leader (Vorhand); the player who has the obligation to lead to the trick.
Position 2 is second hand (Mittelhand); the player who must play the trick's 2nd card.
Position 3 is third hand (Mittelhand); the player who must play the trick's 3rd card.
Position 4 is last hand (Hinterhand); the player who must play the trick's 4th card, thereby ending the trick.
5.3.3 The trick belongs to whichever player, observing the rules (see 5.1 and 5.2):
- played the highest-ranking card of the trick to a led off-suit that was followed by everyone,
- led an off-suit that is neither followed nor trumped by anyone,
- is the only one to trump a led off-suit,
- overtrumps a trump card played to a led off-suit with a higher-ranking trump card,
- plays the highest-ranking trump card of the trick when trump was required,
- required trump and received in response only off-suit cards or lower-ranking trump cards.
If two identical cards are played in a trick, the one played by the player sitting further forward (closer to the leader) is the higher-ranking one. This also applies to the Heart 10.
5.3.4 The player to whom the trick belongs under 5.3.3 places it, as a whole, face down in front of themselves. (They may, however, set aside individual cards face down separately, possibly crosswise, as a reminder of special points, provided this still allows everyone to reconstruct the tricks and the game.) This player has the obligation to lead to the next trick. Tricks are stacked on top of each other, not placed side by side.
5.3.5 Tricks must be gathered in such a way that every player can clearly make out even the last card added. The previous trick must, on a player's request, remain available for viewing until the 4th card of the next trick has been played. Exception: if a player indicates in good time that they want to look at the last trick, it must still be shown to them even if 4 cards already lie on the table.
5.3.6 Every trick must be gathered individually, stacked in the correct sequence, and kept face down and verifiable until the end of the game (but see 5.3.7).
5.3.7 If the Solo player fails to gather one or more consecutive tricks, these tricks and all subsequent ones go to the Kontra party as soon as a trick is surrendered. In a Normal Game, or for the Kontra party in a Solo, only 5.3.6 applies.
5.3.8 A player looking through, recounting, or exposing the gathered tricks, or recounting the points, ends the game.
5.4 Shortening the Game
5.4.1 In general, every game is to be played to its conclusion!
5.4.2 The question "May I shorten?" or a similar one is to be understood purely rhetorically here, i.e. it implies the shortening.
5.4.3 Shortening a game is, in principle, only permitted for a Solo player. By doing so, the Solo player forfeits the right to claim rule violations that occurred earlier.
5.4.4 By laying down or showing their cards during the game without further explanation, the Solo player indicates that they will win all further tricks. If the Solo player does not have the lead at this point, it is assumed that they will take with any card, or trump any off-suit they do not hold with any trump card.
5.4.5 If the Solo player will only win the remaining tricks provided they play their cards in a certain order, they must state that order without being asked. It may nonetheless be assumed that the Solo player plays from the top down in both trump and off-suits. However, it may not be assumed that they will play a trump card first unless they expressly say so when shortening.
5.4.6 The Solo player may shorten the game at any time by handing their unplayed cards to the opposing party. The opposing party thereby wins all remaining tricks.
5.4.7 If the Solo player shortens under 5.4.6 and the deadline for a call or counter-call has not yet passed, the opposing party is still permitted to make the possible call or the possible counter-calls. The remaining cards are, however, no longer played.
5.5 Clarifying Party Membership and Partnership
5.5.1 A player's party membership can only be established beyond doubt in the following ways:
- by the announcement of a Solo,
- in a Marriage, by the clarification trick,
- in a Normal Game and in a "Silent Marriage," by the playing of a Club Queen,
- in a Normal Game, by calls or counter-calls,
- by discarding an off-suit card when a trump is led, in a Normal Game or in a "Silent Marriage."
5.5.2 The partnerships are only conclusively established once, under the criteria of 5.5.1, party membership has been established beyond doubt for all four players. The playing of a single Club Queen, or merely a call, does not establish the partnerships in this sense (for the resulting right to claim, see also 9.7.1).
6.0 Calls and Call Timing
6.1 Definitions
6.1.1 A card is "in hand" as long as it has not yet been played, i.e. a card is played once it has touched the table face up (visibly).
6.1.2 The word "at least" indicates that a call or counter-call may be made earlier than the latest possible moment, without the timing of subsequent counter-calls or responses (per 6.5.4) having to shift correspondingly earlier.
6.2 Calls and Call Timing
6.2.1 A first call is possible at the earliest once it is settled which game type is being played. This means the reservation query must have ended, any Solo must have been declared if applicable, and, in the case of a Marriage, the clarification trick must have been completed.
6.2.2 The first call, "Re" (with the Club Queens, or as the Solo player) or "Kontra" (against the Club Queens, or against the Solo player), must be made by each party at the latest while the calling player still holds at least 11 cards in hand. The first trick is therefore also called the "free trick" (Freistich). An exception to this call timing applies to the announced Marriage (see 6.5.2).
6.3 Counter-calls and Counter-call Timing
6.3.1 Both parties involved in a game have the option of announcing to the opposing party that it will not reach a certain point total. The 240 points in play are, for this purpose, divided into levels (limits) of 30 points each. The counter-call "no 90" ("no 60," "no 30") asserts that the opposing party will stay below the stated point total. The counter-call "black" (schwarz) asserts that the opposing party will not win a single trick. However, if the opposing party reaches the counter-called target (the respective point total, or a trick), the party that made the counter-call has not won, even if it scores more than 120 points.
6.3.2 A counter-call is only permitted if one's own party has previously made a valid first call.
6.3.3 Every counter-call additionally increases the value of the game, unless neither party reaches the target it counter-called.
6.3.4 The following timing applies to each counter-call:
| Counter-call | At the latest with |
|---|---|
| "no 90" | 10 cards in hand |
| "no 60" | 9 cards in hand |
| "no 30" | 8 cards in hand |
| "black" | 7 cards in hand |
An exception to counter-call timing applies to the announced Marriage (see 6.4.2).
6.4 Additions to Call and Counter-call Timing
6.4.1 Subject to the earliest and latest possible timing for calls or counter-calls, a call or counter-call is also valid if the player concerned is not the one whose turn it is to play a card.
6.4.2 The Announced Marriage
An exception to call and counter-call timing applies to an announced Marriage. If the first trick is the clarification trick, the call and counter-call timing given in 6.3.2 and 6.4.4 does not shift. If the second (third) trick is the clarification trick, the number of cards in hand stated there is reduced by 1 (2). A first call is always only permitted after the clarification trick has ended!
6.4.3 As long as the permissible timing for a first call or a possible counter-call has not passed, any number of levels may be skipped, i.e. when skipping calls or counter-calls, the calls or counter-calls not named must still be valid at that same moment. In that case, all skipped levels are included in the scoring. It follows that it is not permitted to make up for an omitted call or counter-call after the latest possible moment has passed by means of the next counter-call.
6.4.4 A response to a call or counter-call is always still permitted with one fewer card in hand than was necessary for the opposing party's call or counter-call. Only "Kontra" (against the Re party) or "Re" (against the Kontra party) is permitted as a response. A subsequent counter-call by one's own party is only valid if the response would also have been timely as a first call.
6.4.5 If "Kontra" and "Re" are called (in either order), a third player, or a fourth player who makes a counter-call while the partnership is still unclear, must indicate whether they belong to the Kontra or the Re party. It is permitted for both parties to counter-call "no 90" ("no 60," etc.).
6.4.6 If several players make different calls or counter-calls, simultaneously or one after another, all of them are valid.
6.4.7 A repetition of identical calls or counter-calls by one party is not permitted. NOTE: If a player repeats their own call or counter-call because they believe the other players did not hear it due to noise, this is permitted. It does not constitute an impermissible repetition of a call or counter-call.
7.0 Scoring the Game
7.1 Winning Levels and Winning Criteria
The cases in which a party has won, and thereby receives the base value of one game point, are set out fully below; only already-complete and correctly played tricks are taken into account (see 9.5.1).
7.1.1 The Re party has won in the following cases:
- with the 121st point, if no call or counter-call was made,
- with the 121st point, if only "Re" was called,
- with the 121st point, if "Re" and "Kontra" were both called, regardless of order,
- with the 120th point, if only "Kontra" was called,
- with the 151st (181st, 211th) point, if it counter-called "no 90" ("no 60," "no 30") against the Kontra party,
- if it wins all the tricks, when it counter-called "black" against the Kontra party,
- with the 90th (60th, 30th) point, if the Kontra party counter-called "no 90" ("no 60," "no 30") and the Re party did not commit itself, by a counter-call, to a higher point total,
- with the first trick it wins, if the Kontra party counter-called "black" and the Re party did not commit itself, by a counter-call, to a higher point total.
7.1.2 The Kontra party has won in the following cases:
- with the 120th point, if no call or counter-call was made,
- with the 120th point, if only "Re" was called,
- with the 120th point, if "Re" and "Kontra" were both called, regardless of order,
- with the 121st point, if only "Kontra" was called,
- with the 151st (181st, 211th) point, if it counter-called "no 90" ("no 60," "no 30") against the Re party,
- if it wins all the tricks, when it counter-called "black" against the Re party,
- with the 90th (60th, 30th) point, if the Re party counter-called "no 90" ("no 60," "no 30") and the Kontra party did not commit itself, by a counter-call, to a higher point total,
- with the first trick it wins, if the Re party counter-called "black" and the Kontra party did not commit itself, by a counter-call, to a higher point total.
7.1.3 If neither party reaches its counter-called target, neither party has won, and only the points named under 7.2.2 (a) and (e and f), along with any special points, are awarded.
7.2 Game Values
7.2.1 The values of individual games are expressed in game points (points).
7.2.2 Scoring follows the PLUS-MINUS system:
In a Normal Game, the players of the winning party receive the following game points with a positive sign, and the players of the losing party the same with a negative sign:
(a) Won:
| Result | Points |
|---|---|
| Won | 1 point base value |
| Played under 90 | 1 point additional |
| Played under 60 | 1 point additional |
| Played under 30 | 1 point additional |
| Played black | 1 point additional |
(b) A call was made:
| Call | Points |
|---|---|
| "Re" called | 2 points additional |
| "Kontra" called | 2 points additional |
(c) Counter-called by the Re party:
| Counter-call | Points |
|---|---|
| "no 90" counter-called | 1 point additional |
| "no 60" counter-called | 1 point additional |
| "no 30" counter-called | 1 point additional |
| "black" counter-called | 1 point additional |
(d) Counter-called by the Kontra party:
| Counter-call | Points |
|---|---|
| "no 90" counter-called | 1 point additional |
| "no 60" counter-called | 1 point additional |
| "no 30" counter-called | 1 point additional |
| "black" counter-called | 1 point additional |
(e) Reached by the Re party (against a Kontra counter-call):
| Result | Points |
|---|---|
| 120 points against "no 90" reached | 1 point additional |
| 90 points against "no 60" reached | 1 point additional |
| 60 points against "no 30" reached | 1 point additional |
| 30 points against "black" reached | 1 point additional |
(f) Reached by the Kontra party (against a Re counter-call):
| Result | Points |
|---|---|
| 120 points against "no 90" reached | 1 point additional |
| 90 points against "no 60" reached | 1 point additional |
| 60 points against "no 30" reached | 1 point additional |
| 30 points against "black" reached | 1 point additional |
7.2.3 Special points can only be won by either party in a Normal Game. Where applicable, they are first settled against each other, and then against the points determined under 7.2.2.
The following special points are awarded:
| Achievement | Special points |
|---|---|
| Won against the Club Queens | 1 special point |
| Doppelkopf (a trick worth 40 or more points) | 1 special point |
| Diamond Ace ("Fuchs"/fox) of the opposing party captured | 1 special point |
| Club Jack ("Karlchen") wins the last trick | 1 special point |
7.2.4 In a Solo, only the points under 7.2.2 are scored. This also applies to a "Silent Marriage" (see 4.4.5). This point total is tripled for the Solo player and credited to them if they win, or deducted if they lose. The three players of the opposing party are each credited the single point total with the opposite sign.
7.3 Game List
7.3.1 Every game must be entered in the score list as a win or a loss for the players involved immediately after it ends.
7.3.2 Correct notation is the responsibility not only of the list keeper (see 3.1) but of all players equally. It is therefore recommended that the current dealer check the entries in the score list for accuracy.
7.3.3 "Correct notation" means that the correct point total is entered for the correct players, with the correct sign, in the correct place on the score sheet. To catch errors early, it is recommended to check the following after each game:
- The row sum must equal 0 after every game.
- The results of the four playing partners must, after every game, be either all even or all odd (the even-odd rule). This rule can only be violated by the award of penalty points in a Solo in favor of the Solo player (+3, 0, 0, -3), (+15, 0, 0, -15), or (+21, 0, 0, -21).
- The players who scored positive points in a game must be identified, by noting their position numbers or by clearly marking those players.
7.3.4 The list keeper chosen by lot is responsible for submitting the score list to the tournament management once the round has ended.
8.0 Tournament Doppelkopf
8.1 Official Tournaments
8.1.1 All official DDV tournaments must be conducted in accordance with these Tournament Playing Rules.
8.2 Referee, Tribunal
8.2.1 A referee and a tribunal are appointed. In the event of a claim, the referee decides in the first instance on the award of penalty points. The tribunal is convened when a player disagrees with a referee's decision, and in cases of suspected unsporting conduct. The tribunal's decision is final.
8.2.2 Penalty points awarded must in every case be countersigned by the referee or by a member of the tribunal.
8.3 Four-Player Tables
8.3.1 Play is conducted exclusively at four-player tables.
8.4 Seating Order
8.4.1 At every table, the player in position 1 deals first, and the player in position 4 keeps the score list. If another player agrees to keep the score list, this has no effect on the seating order.
8.5 Number of Games and Playing Time
8.5.1 A round consists of 24 games. It always begins only with the official release given by the referee, which occurs simultaneously for all tables. Before that, only the preparation for play may be completed and the cards picked up. Beginning the reservation query before the round is released is not permitted. Pure playing time is 100 minutes for all tables equally. In justified exceptional cases, the referee may deviate from this for individual tables. In the event of a claim, the referee is entitled to extend the time limit at the affected table by the length of the interruption. Following decisions of the tribunal, the playing time of the affected table, and of the tables at which members of the tribunal are playing, is extended by the length of the interruption following the referee's decision. Deviating playing times must be documented immediately on the score sheet by the referee. The end of the round is announced by the referee. After that, games already begun (a game counts as begun once dealing has started) are played to their conclusion. Outstanding Normal Games are struck by the referee. The referee may delegate this to members of the tribunal or to tournament management. If additional playing time is noted on the score list, the official playing time of that table is extended by the noted additional time.
8.5.2 A round is over once no playing partner still wants to check or dispute the calculated game points.
8.5.3 Once playing time has been exceeded, games are no longer repeated, with the exception of presented Compulsory Solos. This also applies to games where the cards were dealt incorrectly.
8.6 Compulsory Solo
Every player must play one Compulsory Solo per round. If the time limit set for the round is reached and Compulsory Solos are still outstanding, the players concerned must still play their Compulsory Solo; that is, they are "presented."
9.0 Rule Violations, Unsporting Conduct, and Penalty Points
9.1 General Basic Rules
9.1.1 The overriding principle of play is to observe and comply with each provision of the DDV's Tournament Playing Rules, in order to further the game of Doppelkopf under the Association's rules.
9.1.2 All participants must, in every situation, uphold the principle of fairness and objectivity, and must not look for a specious pretext.
9.1.3 As a rule, a game may not be repeated unless a serious rule violation has occurred and been penalized (exception: violations of 3.3).
(1) In exceptional cases — which in every instance must also involve the tribunal — the facts that led to the game being repeated must be recorded and forwarded without delay to the DDV's rules commission.
(2) If a serious rule violation has occurred but no player wishes to claim it, the game may be halted and repeated if the following conditions are all met:
- All players at the table agree.
- The halt and repetition take place in the presence of, and with the agreement of, the referee.
If only a minor or even an insignificant rule violation has occurred, repeating the game is out of the question. The referee is entitled to treat a halting of the game made without their prior consent as unsporting conduct, and to convene the tribunal.
9.1.4 Counting trumps or points aloud is not permitted for players, other participants, or spectators.
9.1.5 Players, participants, and spectators must refrain from any remark or gesture that could reveal the cards or affect or influence the course of play.
9.1.6 Encouraging a player to commit a rule violation constitutes unsporting conduct. If the rule violation is then actually committed, both the unsporting conduct and the rule violation must be penalized accordingly, i.e. as a rule two players then receive penalty points.
9.1.7 If it is not expressly settled in these TSR, in the TSR's appendix (referee aids), or by the DDV's rules commission whether a rule violation is to be classified as insignificant, minor, or serious, or as unsporting conduct, the classification must be made under 9.2.1, 9.3.1, 9.4.1, or 9.7.1 respectively.
9.2 Insignificant Rule Violations
9.2.1 An "insignificant rule violation" exists when the rule violation has no effect on the further course or outcome of the game.
9.2.2 If a party necessarily wins all remaining tricks, every claimed rule violation is insignificant. "Necessarily" in this context means either that the party in question wins all remaining tricks regardless of the order in which its own cards are played, or that, before any rule violation, the party stated the correct order in which its own cards must be played for it to win all remaining tricks. "Necessarily" does not mean under any arbitrary distribution of cards, but under the one actually dealt.
9.2.3 If a player commits an insignificant rule violation, no (0) penalty points are awarded. The game continues once the claim has been resolved.
9.3 Minor Rule Violations
9.3.1 A "minor rule violation" exists when the rule violation has no decisive effect on who wins the game, i.e. a game-deciding advantage to one's own party is excluded. The rule violation may, however, well affect the course and outcome of play.
9.3.2 Normal Game:
If a player commits a minor rule violation in a Normal Game, they receive 3 penalty points if a claim is made. The three playing partners are each credited one point. The game continues once the claim has been resolved.
9.3.3 Solo:
If a player commits a minor rule violation after it is established that a Solo is being played, the following applies:
(a) For a minor error by the Solo player, they receive 3 penalty points if a claim is made. The three playing partners are each credited one point. The game continues once the claim has been resolved.
(b) For a minor rule violation by a player of the Kontra party, two cases are distinguished:
(b1) The rule violation could disadvantage the Solo player: the responsible player receives 3 penalty points if a claim is made, which are credited to the Solo player. The other two playing partners receive 0 points. The game continues once the claim has been resolved.
(b2) The rule violation cannot disadvantage the Solo player: the responsible player receives 3 penalty points if a claim is made. The three playing partners are each credited one point. The game continues once the claim has been resolved.
9.4 Serious Rule Violations
9.4.1 A "serious rule violation" exists when the rule violation could have a decisive effect on who wins the game, i.e. a game-deciding advantage to one's own party is possible.
9.4.2 If a player commits a serious rule violation, the game must be ended immediately if a claim is made. In these cases, the following procedures for awarding penalty points are distinguished:
9.4.3 Normal Game:
In a Normal Game, the prematurely ended game is scored as "not played." The responsible player receives 12 penalty points. This penalty total is increased for the responsible player by 3 points for each counter-call the opposing party made before the rule violation occurred. The three playing partners each receive 4 (or 5, 6, 7, or 8) plus points.
9.4.4 Solo:
For a serious rule violation by the Solo player, 9.4.3 applies. For a serious rule violation by a player of the opposing party, the Solo is scored as won. The responsible player receives 12 minus points. This total is increased for the responsible player by 3 points for each counter-call the Solo player made before the rule violation occurred. The Solo player receives 12 (or 15, 18, 21, 24) plus points. The other players receive 0 points.
9.5 Rule Violations in an Already-Decided Game
9.5.1 If a rule violation is committed and claimed that does not permit correct continuation of the game (see 9.4, Serious Rule Violations), and a party has already won the game after calls and counter-calls, the game is halted. The remaining tricks from the point of the rule violation onward go to the opposing party. No further special points can be won. The rule violation is additionally penalized as a minor rule violation. To determine whether the game is already decided (see 7.1), only tricks already fully and correctly completed are counted.
9.6 Claims
9.6.1 The right to claim a rule violation belongs, where the partnership is established, only to the opponents; where the partnership is not established, it belongs to all players involved in the game except the one responsible. The partnership is unestablished if, at the time of the rule violation, party membership has not yet been established beyond doubt for all four players (see "Clarifying Party Membership and Partnership" in 5.5).
9.6.2 Any player may point out a rule violation.
9.6.3 A rule violation must be claimed immediately once it could be discovered by all players. Whoever takes an action [continuing the reservation query (declaring "clear," announcing a reservation, declaring a reservation), playing a card, making a call or counter-call, or actively accepted correction of a rule violation] forfeits the right to claim. A game action (continuation of the reservation query, call, counter-call, remark, playing of a card) that constitutes a rule violation is treated as a valid move if it is not claimed in time.
9.6.4 It is permitted to ask the partner(s) entitled to claim whether to claim or to continue play. The partner(s) may only answer "claim" or "no claim." Their answer is binding, i.e. the decision is left to them! In the case of a claim, the matter proceeds under 9.2 through 9.5 depending on the severity of the error. In the case of no claim, the rule violation is treated as a valid move.
9.6.5 The referee must be called for every claim. Play stops immediately, i.e. the current trick remains open, the other tricks and the remaining cards stay face down, and no discussion of the game takes place. If the deal itself was wrong (e.g. wrong dealer, no cut, wrong number of cards dealt), the cards may be dealt again immediately, i.e. no referee decision needs to be awaited for this.
9.6.6 It is the rule violation claimed first — not necessarily the one committed first — that is penalized. If different rule violations are claimed at the same time, the one committed first is penalized, provided it may still be claimed. If that first violation is then not a serious rule violation, the second rule violation may be claimed anew.
9.6.7 A referee's decision may only be challenged immediately, i.e. play is suspended until the tribunal's decision.
9.7 Unsporting Conduct
9.7.1 Unsporting conduct exists when a player attempts, by non-playing means, to influence other players, or to prevent the correct scoring of a game or a round.
9.7.2 In the event of suspected unsporting conduct, the referee must convene the tribunal, unless it concerns the award of penalty points under 9.7.3. Depending on the severity of the offense, the tribunal may impose the following sanctions:
a) a warning (further misconduct leads to a point deduction or disqualification), b) a point deduction (maximum 12) with no credit for the playing partners, c) disqualification.
9.7.3 The appendix to the TSR may designate instances of unsporting conduct that describe a clearly defined act as bound decisions. In the case of a bound decision, the referee awards the penalty points prescribed for that act.
10.0 Variations and Recommendations
By way of exception to 2.1.1, Doppelkopf may also be played by 5, 6, or 7 players, at five-, six-, or seven-player tables. Instead of playing at a seven-player table, a player ("floater," Springer) may also play at two tables simultaneously.
10.1 Variations at Five-Player Tables
10.1.1 By way of exception to 3.3, at a five-player table the dealer themselves receives no cards; they "sit out."
10.1.2 At a five-player table, the dealer receives neither plus nor minus points.
10.1.3 By way of exception to 7.3.3, the even-odd rule need not be satisfied at a five-player table.
10.1.4 By way of exception to 3.1.1, at a five-player table the player in position 5 keeps the score list.
10.1.5 By way of exception to 8.5.1, a round at a five-player table consists of 30 games and must end after a pure playing time of 125 minutes.
10.2 Recommendations for Five-Player Tables
10.2.1 In accordance with 4.2.5, after a Compulsory Solo the cards are dealt again by the same dealer, so that in an extreme case one player may take part in only 21 games while the others complete 24 or 25. Every player, however, is in every case guaranteed the lead in exactly five Normal Games, so that no one can take part in more than 25 games.
11.0 Effective Date and Amendment History
- These Tournament Playing Rules have been in force since 1 July 2000.
- Points 8.2 and 8.2.1 were amended by the 2002 members' assembly (MGV) and apply from 1 January 2003.
- Points 2.1.3–4.4.3–6 and 9.7 were amended by the 2013 members' assembly and apply from 1 January 2014.
- Point 9.1.3 was amended by the 2015 members' assembly and applies from 1 April 2015.
- Points 6.4.4–9.1.7–9.6.1–9.6.2 and 9.6.3 were amended by the 2016 members' assembly and apply from 1 April 2016.
- Points 5.1.1–5.4.3–5.4.6–6.4.7–8.4.1–8.5.1–9.7 and 9.7.7 were amended by the 2019 members' assembly and apply from 1 April 2019.
- Section 9 was supplemented by the 2024 members' assembly; points 9.6 and 9.7, including all their sub-points, were swapped. The changes apply from 1 April 2024.
Reinhardshagen, 24 February 2024
Deutscher Doppelkopf-Verband e. V. (DDV) — The DDV Rules Commission